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i think as 5v5 is longer and more complicated winner must have 2 wins and looser 2 losses and the card win % must go higher
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i rly hate these luck games i losed 3 matches because of luck
1 vannesa missed the final hit i losed because the oppent hit critic
2 3 times a life drain because of necromic tome
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ItoSaithWebb:
I'd go as far to say that 5% isn't even ideal (hear me out). The % chance to unlock is one route, but I feel, in the long run, and overall, a much better route (for everyone) is to appeal to the majority of player types. A large percentage of the world still standardise everyone, and it's proven to be extremely counter productive. Whether people feel their uniqueness as a person is engaged has been held up as the single most powerful determiner of performance by the Gullup organisation, and yet we do the exact opposite. This may sound very high level, but it's not. It's just "different" than the prevalent mindset of our times. The best people and companies—with near-unbelievable exponential results—use this approach I allude to. I think it'd be a massive boon to Kongai.
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You know I am getting really sick and tired of this win rate of 2%. Sometimes games can last up to 15 minutes and that is just on the 3 handers. Personally I think that a 5% chance is much better or perhaps if you have it at 2% allow us to pick the card we win.
Also why would anyone play a 5 hand deck when the win rate is the same. I really feel that 5 hand games should have a much higher chance of winning maybe 8% considering that those are especially long games.
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TVC15- That's not a glitch, and I think it should stay this way. Otherwise, characters with huge defense (Onimaru, in particular) would never die off.
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im wondering if its a glitch or not but when someone casts a damage over time spell the card being affected takes full damage instead their defenses reducing the damage. for instance when someone casts blood ritual on a guy with high dark resistance it still does full damage.
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Glitch: if you click leave a few seconds before the game starts, you autoforfeit
Include a timer or something to game start?
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didn't mean to flag atomblast's comment - just wanted to know what the icon did :)
I was actually thinking atomblast's comment was perhaps the cutest to ever grace this page
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Okay... PLEASE do something about the timer... it gets frustrating playing agaisnt people who run the timer out on purpose every round.
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@docciavelli - 9 turns to a draw would make strategies like onimaru using ancestral spirit over and over at long range would make it impossible for him to die because of his massive defense buff. If someone beats you down to the point that he can afford to have some fun with you, maybe you should have done better in the game.
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Forcing ppl to attack lets say in a 1v1 card situation via this rule could destroy games... Cards like CC or Yoshiro have reflect moves. Forcing them to attack ruins the strategy.
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I've noticed there are a large amount of asshats playing this. i.e., people who, instead of trying to finish you off on your last card, decide to toy with you. That leads to many of the disconnects. Perhaps if there were a limit on the number of turns to finish off a player reduced to one card, this would be eliminated. If the game is not ended after, say, 9 turns following reduction to one card, a draw should be given. If also gives players an incentive to play it to the end.
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I kinda don't like the fact that the opponent can just leave when they are losing, and no one gets a win/lose/quit.... I suppose there is something in the works for that, but if not I would be interested to see how many games my opponent has quit out of.
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actually, zina didn't get much more powerful. 5 hp and 1 armor isn't that much, and that 40 energy allows you to continue using zina after she kills someone
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Perhaps a way to see when the opponent has chosen an attack? Not to see WHAT attack, just when they are ready before you are.
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what i ment is that lcuk isn't a big factor when you outskill someone, but luck is counting way more in the games between equally skilled players.
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I think the way stun works is to overpowerd some times. Making you miss 2 attacks if you attack before your opponent. And by changing this zina isn't overpowerd. Now she can sometimes cripple all your cards trough stun
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But chances to hit and procs are such an intergral part of the game. 90% of your actions can miss or do more damage based on chance. You cant predict or count on open palm doing a critical and killing an opponent low on life and neither can he - that is luck. And it is true that skill does allow better players to float their ratios up but having popo crit slingshot 5 consecutive times on your team while you miss all your attacks isnt skill - it just sucks.
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Well if your considering the differance in skill luck then that is somthing differant. In my opinion if somone is better than you then that should be catagorized under skill not luck.
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it all depends on how your skill level and that on from your opponent match. Against people who hardly know the game you can do the best moves, because they don anticipate. their it is 95% skill and 5 % luck. But when you play against a good person it's way more luck.
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i dont see why everyone thinks this game is mostly luck, to me its 5% luck and 95% skill. The only part of luck in the game is chance to proc and hit other than that guessing when an opponent is going to switch out or when you can switch out without your opponent suspecting it is just intellegence.
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1. Put rank matches in browse area under type "rank".
2. Shop seems like a bad idea (I doubt it was going to be put in anyway) but trading is a good idea due to the duplicate cards.
3. Might put in an intercept cooldown after 5 intercepts or so for those extremely boring helene v helene matches (I'm sure there are other situations where this is a good idea, but I can't think of them at the moment.
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Zina I find to be too much of a beast at the moment, as I used her previously to the patch I found her pretty balanced already but now its become quite ridiculous in terms of her power level (which is indeed over 9000)
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going back to the idea of a shop. i originally suggested that you gain points from wins based on how many cards you have remining and their health. you are then able to exchange these points for cards only avaliable in the shop.
someone has suggested that the shop should sell them for real money. this is a bad idea as it would unbalance the game because people that can buy the cards will but others may not be able to as they do not have the money to waste or thier parents wont let them.
if it is done by ingame points then this keeps the game even as all players have an even chance of winning no matter what cards are used as the game is based on skill, luck and guessing.
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you can also post comments, suggestions, bug reports on the developer's website as well. http://www.sirlin.net/forums/forumdisplay.php?f=16
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@bobo: read the game instructions (feedback@kongregate.com).
@Dingo: probably won't have a "only random decks" option. If you fragment the community too much, it impacts us all by making games harder to find.
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Could use an option to have a 'full random' combat arena where players must use a random deck built from the cards they possess.